1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-30 00:33:09 +00:00

Retire updateKingTables[]

Suggested by Marek Kwiatkowski.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-10-06 09:11:27 +02:00
parent 1bbbc13b46
commit f00c976bb2

View file

@ -45,11 +45,6 @@ namespace {
// Pointer to pawn hash table entry // Pointer to pawn hash table entry
PawnInfo* pi; PawnInfo* pi;
// updateKingTables[color] is set to true if we have enough material
// to trigger the opponent's king safety calculation. When is false we
// skip the time consuming update of the king attackers tables.
bool updateKingTables[2];
// attackedBy[color][piece type] is a bitboard representing all squares // attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains // attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color. // all squares attacked by the given color.
@ -443,14 +438,17 @@ namespace {
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them)); Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
ei.updateKingTables[Us] = pos.piece_count(Us, QUEEN) && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame;
if (ei.updateKingTables[Us]) // Init king safety tables only if we are going to use them
if ( pos.piece_count(Us, QUEEN)
&& pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
{ {
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8)); ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN]; b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : EmptyBoardBB; ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB; ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
} } else
ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0;
} }
@ -514,7 +512,7 @@ namespace {
ei.attackedBy[Us][Piece] |= b; ei.attackedBy[Us][Piece] |= b;
// King attacks // King attacks
if (ei.updateKingTables[Us] && (b & ei.kingZone[Us])) if (b & ei.kingZone[Us])
{ {
ei.kingAttackersCount[Us]++; ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece]; ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
@ -666,8 +664,7 @@ namespace {
// King safety. This is quite complicated, and is almost certainly far // King safety. This is quite complicated, and is almost certainly far
// from optimally tuned. // from optimally tuned.
if ( ei.updateKingTables[Them] if ( ei.kingAttackersCount[Them] >= 2
&& ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them]) && ei.kingAdjacentZoneAttacksCount[Them])
{ {
// Find the attacked squares around the king which has no defenders // Find the attacked squares around the king which has no defenders